protot/3rdparty/bgfx/tools/shaderc/shaderc.h

140 lines
3.3 KiB
C++

/*
* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#ifndef SHADERC_H_HEADER_GUARD
#define SHADERC_H_HEADER_GUARD
namespace bgfx
{
extern bool g_verbose;
}
#define _BX_TRACE(_format, ...) \
BX_MACRO_BLOCK_BEGIN \
if (bgfx::g_verbose) \
{ \
fprintf(stdout, BX_FILE_LINE_LITERAL "" _format "\n", ##__VA_ARGS__); \
} \
BX_MACRO_BLOCK_END
#define _BX_WARN(_condition, _format, ...) \
BX_MACRO_BLOCK_BEGIN \
if (!(_condition) ) \
{ \
BX_TRACE("WARN " _format, ##__VA_ARGS__); \
} \
BX_MACRO_BLOCK_END
#define _BX_CHECK(_condition, _format, ...) \
BX_MACRO_BLOCK_BEGIN \
if (!(_condition) ) \
{ \
BX_TRACE("CHECK " _format, ##__VA_ARGS__); \
bx::debugBreak(); \
} \
BX_MACRO_BLOCK_END
#define BX_TRACE _BX_TRACE
#define BX_WARN _BX_WARN
#define BX_CHECK _BX_CHECK
#ifndef SHADERC_CONFIG_HLSL
# define SHADERC_CONFIG_HLSL BX_PLATFORM_WINDOWS
#endif // SHADERC_CONFIG_HLSL
#include <alloca.h>
#include <stdio.h>
#include <stdint.h>
#include <stdlib.h>
#include <string.h>
#include <algorithm>
#include <string>
#include <vector>
#include <unordered_map>
#include <bx/bx.h>
#include <bx/debug.h>
#include <bx/commandline.h>
#include <bx/endian.h>
#include <bx/uint32_t.h>
#include <bx/string.h>
#include <bx/hash.h>
#include <bx/crtimpl.h>
#include "../../src/vertexdecl.h"
namespace bgfx
{
extern bool g_verbose;
class LineReader
{
public:
LineReader(const char* _str)
: m_str(_str)
, m_pos(0)
, m_size((uint32_t)strlen(_str))
{
}
std::string getLine()
{
const char* str = &m_str[m_pos];
skipLine();
const char* eol = &m_str[m_pos];
std::string tmp;
tmp.assign(str, eol - str);
return tmp;
}
bool isEof() const
{
return m_str[m_pos] == '\0';
}
void skipLine()
{
const char* str = &m_str[m_pos];
const char* nl = bx::strnl(str);
m_pos += (uint32_t)(nl - str);
}
const char* m_str;
uint32_t m_pos;
uint32_t m_size;
};
#define BGFX_UNIFORM_FRAGMENTBIT UINT8_C(0x10)
#define BGFX_UNIFORM_SAMPLERBIT UINT8_C(0x20)
const char* getUniformTypeName(UniformType::Enum _enum);
UniformType::Enum nameToUniformTypeEnum(const char* _name);
struct Uniform
{
std::string name;
UniformType::Enum type;
uint8_t num;
uint16_t regIndex;
uint16_t regCount;
};
typedef std::vector<Uniform> UniformArray;
void printCode(const char* _code, int32_t _line = 0, int32_t _start = 0, int32_t _end = INT32_MAX, int32_t _column = -1);
void strReplace(char* _str, const char* _find, const char* _replace);
int32_t writef(bx::WriterI* _writer, const char* _format, ...);
void writeFile(const char* _filePath, const void* _data, int32_t _size);
bool compileGLSLShader(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer);
bool compileHLSLShader(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer);
bool compilePSSLShader(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer);
bool compileSPIRVShader(bx::CommandLine& _cmdLine, uint32_t _version, const std::string& _code, bx::WriterI* _writer);
} // namespace bgfx
#endif // SHADERC_H_HEADER_GUARD